Sunday, January 2, 2011

First Post: Arguments Against Errata

I made this blog a while ago, with the intention of switching over from my Livejournal account. It's been a while since I deleted my Livejournal, and I've not really blogged much. I'm in the heat of designing The Amaranthine, a game on my own Machine Age Productions label. I'm going to use this for more personal notes. That said, most will be thoughts on game design, since that's what I spend most of my time doing. The difference between this and what I talk about over at Machine Age Productions dot com is, I'll keep that more focused on the games we're designing. Here, I'll talk more on the industry at large, and my thoughts on certain aspects of games and game design that don't have as much direct bearing on my personal projects.

Everything here is opinion. Not even always my opinion, just things I'm thinking about and sounding. I promise I'll try to make later posts a little more entertaining.

Earlier today, I tweeted about errata. I don't like it. This brought on a lot of fun discussion. I have a few specific reasons. I'm really only focusing on arguments against it here. If you have arguments for it, or rebuttals, I'd love to hear them in the comments.
  1. Selfishly, errata takes out of good development time. If I'm a fan of a game, I'd strongly prefer its designers focus their energy on writing fun supplements, or new games.
  2. Errata cannot hope to make it into every copy of the book. This means that some books will be incorrect by virtue of not including the errata.
  3. On that topic, a game's biggest fans typically buy a book upon release. This effectively punishes the early adopters by guaranteeing their purchase is less useful at the table.
  4. I have yet to play a game I didn't need to houserule a bit, with the exception of games so simple, there's really no room for houseruling. Maybe I'm cynical, but I approach RPGs with the expectation that they will never do everything I want, and that I'll need to bring something to the table.
  5. Errata will never catch everything. This means that, in order to do what it sets out to, errata must be a living document. This adds more confusion and discrepancy, as the player that read the errata on January 8th might not agree with the person that read the errata on January 9th. A recent example, recently I had two players in a game arguing over rules in Vampire the Requiem, because there are actually two errata documents that came out at separate times. (Here and here.) One player says, "it's in the errata!" The other said, "no it's not, I have the errata right here!" They compare notes, and it takes time away they could have spent having fun.
  6. Errata gives players a way to lord rules over one another in a more tactical/rules-heavy style of game. I've heard the argument for errata that it often evens out the playing table, for broken rules, et cetera. I've seen a number of cases where errata is used to argue in favor of the more knowledgeable player, while it's conveniently ignored when it would act against their wishes.
  7. It's often difficult to communicate to most of a player base that an errata has been implemented. Believe it or not, the majority of players don't spend a lot of time trolling blogs and websites for updates. They're too busy playing games and having fun.
  8. If I'm playing a game, and I establish a precedent for a house rule or modification to my game, I've built investment. I've put work into making the game more fun. I don't know about you, but when I've done that little bit of work, it instantly makes the game more 'mine,' and I enjoy playing the game a little more, because I identify with it.
  9. Since errata can never cover everything, developers interested in rectifying mistakes and clarifying language will always be chasing fan questions and updating. In many cases, errata actually addresses subjective concerns such as game balance. Often, players will disagree with errata'd material, because it doesn't align with their further opinions. What's a developer to do at that point? Make custom-tailored errata for every customer?
Sometimes, errata is all-but necessary. Sometimes in production, chunks of text will be left out, garbled, or who knows what. Now, my opinions above pertain most specifically to traditional errata, which is usually a compiled document listed on a website, that's often integrated into later editions or printings of the book. There are a few options that have their own considerations, pros, and cons.
  1. Publisher-driven living documents/wikis. I kind of like these. Centralizing information is good, and being able to regularly update eliminates the problems of printed books disagreeing with one another. However, I strongly prefer:
  2. Fan-driven living documents/wikis. Why? It goes back to investment. I love seeing fan investment in a product, and there's really not a lot better investment level than polishing material and publishing it. I often like reading what other players do at their tables, because I can learn from it. I also like seeing how players interpret the spirit of the text in their modifications. Often, they catch things the designers never would have hoped to, because they don't approach with as many preconceived notions about the material. Couple this with a fanclub/living campaign, and it's even better. If you run a game that has 1000+ players, you should most certainly have a document that standardizes the rules. If published errata exists, your document should address and even include it if possible.
  3. Updated PDFs. This is more relevant each and every day, as PDF takes up more of the RPG market. For a PDF-exclusive product, this is ideal. With most methods of delivery, you can update all your customers at once, and inform them of all your snazzy updates. My arguments against it only apply to publishers that don't offer free, bundled PDFs with their print products. If I'm putting in the effort to update the PDFs, the edits should be available to print customers as well.
How does this reflect on my work? I intend on approaching errata on a case-for-case basis, weighing its necessity and what method will work best for it. For Maschine Zeit, I don't intend on issuing errata. It's a game that not only welcomes hacks and house rules, it was designed specifically to require some. It was experimental in that regard. I love seeing what people have done with it. For Amaranthine, I expect to need some errata. It's going to be a more rules-heavy game, and the mechanics are going to be a little less fluid and handwave-friendly. But everyone that buys the game will have full access to the PDFs, so will get updates. I might use a wiki. I haven't decided yet. I'll see what kind of errata it really needs, first.

Discuss!

I believe my next topic will be playtesting. It seems to be something that is oft-misunderstood. But I'm open to suggestions as to what to tackle. Comment, folks.

18 comments:

  1. The idea of centralizing errata on a wiki is very good. Better yet is updating pdfs. Personally, none of these options are ideal to me, since I'm one of the early adopters you mention (well, not always, I just got into nWoD three years ago), I prefer deadtree books and don't normally bring a computer to the gaming table (because I unfortunately don't own a laptop at this time). I agree that most people could enjoy these options, though, which is a good reason to implement them.

    As for #4 of your first set of comments, I agree. I always assume I will not run any game as written. In fact, I've entered a place in my, let's call it "gaming career" where I no longer care for complicated rulesets. I like stuff to be simple, and not to take away from my enjoyment of the game.

    In this case, Exalted is a prime example. I've grown to dislike its unnecessary heavy system and its growing body of errata which solely focuses on crunch and how to make it more "balanced" (a concept I also don't care for). At this point I'm not running this, my favorite game, because of its rules. I've long been considering the idea of making a FATE mod and using the game's vibrant, amazing setting with that ruleset instead of its native one. Another option I've considered is to strip it down, Scion-wise, but that may be more complicated than just going FATE.

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  2. I agree on the simplified rules. I'm of a mind that rules should bring with them the experience you're trying to communicate with the game. Often, the most heavily errata'd systems are the ones that, in my opinion, don't really sell an experience. As far as I'm concerned, the biggest offenders are games where the system seems to be a wholly different animal from the setting.

    FATE is awesome for that. You can use it for most anything. I'd say it's one of few 'generic systems' I really enjoy.

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  3. "As far as I'm concerned, the biggest offenders are games where the system seems to be a wholly different animal from the setting."

    Precisely. Exalted is a good example again. When you read the fluff, it looks like your character is going to be awesome and to a lot of stuff. If you build your character according to the RAW, yeah, you have some neat powers, but you're definitely not where the fluff promises you will be. I houseruled that away by giving PCs a few hundred XP at the beginning of the Chronicle. This worked, but I kept on noticing flaws. Mind you, I usually oppose gaming balance, so this might sound contradictory, but my second peeve with the game was that anyone not wielding a super Daiklave or Grimcleaver was basically effed. What if I wanted to play a deadly knife-wielding assassin? My character will be outgunned in most battles. On the combat side, the game promised me action not unlike a video game. Let's see. I take a look at games such as Samurai Shodown and I notice that all characters do more or less the same damage, weapons or not. So I considered houseruling that damage is based mostly on Essence, but I could never calibrate it well enough.

    FATE is pretty generic, but I believe it works mostly, or only, with "heroic" games, which is what makes it ideal for Exalted. I don't know if FATE would work that well on a bleaker setting.

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  4. I'm a firm advocate of starting where the game says you are. If the game says you're fucking epic, your characters had better be fucking epic. If I want to do the 'peasant slowly develops into god-king,' there are plenty of games for that. But if I'm playing escapist fantasy, escapist fucking fantasy.

    Ryan Macklin is writing a game right now called Mythender that exemplifies that philosophy. First game session, you can kick a god's ass. It's not a matter of how well you roll. You say, "I'm stabbing that motherfucker, Poseidon." And you do. And he dies. And it's awesome.

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  5. I need to check out that game. Do you know if it'll be possible to mesh it with Exalted? ;)

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  6. You will be able to use the system with Exalted's setting, no problems.

    It's not out yet. Ryan's writing it as we speak. The playtest I did of it was fantastic. One of the best experiences I've had with a game.

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  7. That sounds awesome. I've just realized that he worked on the acclaimed DFRPG. I'm definitely interested in this. Thanks for pointing it out to me.

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  8. If the game stipulates that you should be epic of the bat, then yes, why not allow the possibility for the player to be unbalanced as to kill god off the character creation? Well, I figure this is more relevant to errata for the sake of balance in games such as VtR in which they do not make those claims, and sometimes publish things which can get out of hand. I'll admit, some of my players have less fun when one person among the party becomes so powerful that the group end up setting themselves up to rely on that person, and when I have to compensate, they are upset when any collateral damage occurs, because of how 'unbalanced' that player is - often times, the scale of the collateral damage reflects the unbalance.

    I have to say, among our groups, we have this unspoken rule that the GM has the responsibility to police his-or-her game with rule-zero, for the sake of the greater fun. I notice that even you recognize that errata is not only a dynamic on the end of the publisher, but also on the players, and I feel that the easiest example, is when the players begin to throw 'power-gamer' as slander.

    Earlier, on facebook, I recall you mentioning combat marksmanship as a broken fighting style merit, which, for example, taken in with the armoury books, can set up some brutally powerful weapon combinations. The problem here is that the content from multiple sources came together as (or possibly not as) intended, and it's neigh impossible for the publisher to see into the future for these sort of outcomes without some ongoing play-testing giving feedback, and even then, they are not guaranteed to come up in any sessions at all.

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  10. And finally an endnote: I've also been inspired by Armoury Reloaded to provide many hacks for nWoD, which I feel really help translate the game into what you (as a storyteller) want it to be. I find that the power of inducing hacks lets you make the mechanics really reflect alternate intent, and yes, that means less errata, and less focus on the publisher's intent, as well, so cheers to MZ and player-hacks!

    I apologise for this lengthy response! -Arjun

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  11. Actually, the problems with combat marksmanship really come down to the gluts that happen with many of the Fighting Styles that offer multiple attacks. There's just a touch of different wording that leaves Combat Marksmanship up to a lot of potential abuse. It's a good example, because that wasn't even corrected in the Armory errata.

    On the game balance topic, there's nothing I can say that Matt McFarland hasn't said better: http://terribleminds.com/ramble/2010/08/10/game-balance-is-a-myth/

    But yes, the GM has the authority and even responsibility to police the game, and tell awesome stories. You're always going to run into loops in rules, you're always going to run into problems. Errata won't solve those problems, more often than not. And I can't name an errata off the top of my head where the fix wasn't equal to or weaker than what I'd come up with if I just filled the blanks on my own.

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  12. No worries. Lengthly responses are awesome.

    Hacks are essential to a good game in my experience. It's a legacy that goes all the way back to red box. Try playing it without modifications. It just doesn't work. If it weren't for the hacks people gave it, RPGs would just be glorified boardgames.

    I love books like World of Darkness: Mirrors that not only mention the idea, but actively encourage and inspire taking the game and making it your own.

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  14. So far, I've plain disallowed Fighting Styles in my games, since they make the game too action-oriented for my tastes. Since we are on the topic of WoD, I also think that certain Merits could easily be specialties on specific abilities (Barfly and Parkour are two that come to mind, but there are many more).

    I subscribe to Matt's and Chuck's point of view on this issue. I loved that particular post and Chuck's little diatribe in Dudes of Legend.

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  15. Yeah... If there's one major thing I'd retool about the Storytelling System, it'd probably be a move in the direction of player-defined Merits, ala FATE Aspects. My system would be very similar to the system in Mirrors.

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  16. Yes, Mirrors is an overall cornucopia of goodies for the game. I'm considering to use aspects --probably more constrained than the FATE ones, more like the ones in John Wick's Houses of the Blooded-- instead of Virtue and Vice as a tool to regain (or spend*) Willpower.

    *) I still have to consider a mechanical difference between tagging these aspects and plain spending WP on a roll. Perhaps giving out 4 dice and limiting this type of use to once per scene...

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  17. Normal Willpower +3, can only use once per scene, but gives 8-again. So, successes are phenomenal with those. Almost always Exceptional Successes, because they're core to the character's being.

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